public static void RemoveGroup(ShadowCasterGroup2D group) { if (group != null && s_ShadowCasterGroups != null) { RemoveShadowCasterGroupFromList(group, s_ShadowCasterGroups); } }
public static void RemoveFromShadowCasterGroup(ShadowCaster2D shadowCaster, ShadowCasterGroup2D shadowCasterGroup) { if (shadowCasterGroup != null) { shadowCasterGroup.UnregisterShadowCaster2D(shadowCaster); } }
public void Update() { Renderer renderer = GetComponent<Renderer>(); m_HasRenderer = renderer != null; bool rebuildMesh = LightUtility.CheckForChange(m_ShapePathHash, ref m_PreviousPathHash); if (rebuildMesh) ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); m_PreviousShadowCasterGroup = m_ShadowCasterGroup; bool addedToNewGroup = LightUtility.AddToShadowCasterGroup(this, ref m_ShadowCasterGroup); if (addedToNewGroup && m_ShadowCasterGroup != null) { if (m_PreviousShadowCasterGroup == this) ShadowCasterGroup2DManager.RemoveGroup(this); LightUtility.RemoveFromShadowCasterGroup(this, m_PreviousShadowCasterGroup); if (m_ShadowCasterGroup == this) ShadowCasterGroup2DManager.AddGroup(this); } if (LightUtility.CheckForChange(m_ShadowGroup, ref m_PreviousShadowGroup)) { ShadowCasterGroup2DManager.RemoveGroup(this); ShadowCasterGroup2DManager.AddGroup(this); } if (LightUtility.CheckForChange(m_CastsShadows, ref m_PreviousCastsShadows)) { if(m_CastsShadows) ShadowCasterGroup2DManager.AddGroup(this); else ShadowCasterGroup2DManager.RemoveGroup(this); } }
protected void OnEnable() { if (m_Mesh == null || m_InstanceId != GetInstanceID()) { m_Mesh = new Mesh(); ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); m_InstanceId = GetInstanceID(); } m_ShadowCasterGroup = null; }
protected void OnEnable() { if (m_Mesh == null) { m_Mesh = new Mesh(); ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); m_PreviousPathHash = m_ShapePathHash; } m_ShadowCasterGroup = null; }
public void Update() { if (player != null && Vector2.Distance(this.transform.position, player.transform.position) > 8) { return; } Renderer renderer = GetComponent <Renderer>(); m_HasRenderer = renderer != null; bool rebuildMesh = LightUtility.CheckForChange(m_ShapePathHash, ref m_PreviousPathHash); if (rebuildMesh) { ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); } m_PreviousShadowCasterGroup = m_ShadowCasterGroup; bool addedToNewGroup = ShadowCasterGroup2DManager.AddToShadowCasterGroup(this, ref m_ShadowCasterGroup); if (addedToNewGroup && m_ShadowCasterGroup != null) { if (m_PreviousShadowCasterGroup == this) { ShadowCasterGroup2DManager.RemoveGroup(this); } ShadowCasterGroup2DManager.RemoveFromShadowCasterGroup(this, m_PreviousShadowCasterGroup); if (m_ShadowCasterGroup == this) { ShadowCasterGroup2DManager.AddGroup(this); } } if (LightUtility.CheckForChange(m_ShadowGroup, ref m_PreviousShadowGroup)) { ShadowCasterGroup2DManager.RemoveGroup(this); ShadowCasterGroup2DManager.AddGroup(this); } if (LightUtility.CheckForChange(m_CastsShadows, ref m_PreviousCastsShadows)) { if (m_CastsShadows) { ShadowCasterGroup2DManager.AddGroup(this); } else { ShadowCasterGroup2DManager.RemoveGroup(this); } } }
public static void AddShadowCasterGroupToList(ShadowCasterGroup2D shadowCaster, List <ShadowCasterGroup2D> list) { int positionToInsert = 0; for (positionToInsert = 0; positionToInsert < list.Count; positionToInsert++) { if (shadowCaster.GetShadowGroup() == list[positionToInsert].GetShadowGroup()) { break; } } list.Insert(positionToInsert, shadowCaster); }
public static void AddGroup(ShadowCasterGroup2D group) { if (group == null) { return; } if (s_ShadowCasterGroups == null) { s_ShadowCasterGroups = new List <ShadowCasterGroup2D>(); } AddShadowCasterGroupToList(group, s_ShadowCasterGroups); }
public void Update() { Renderer renderer; m_HasRenderer = TryGetComponent <Renderer>(out renderer); bool rebuildMesh = LightUtility.CheckForChange(m_ShapePathHash, ref m_PreviousPathHash); if (rebuildMesh) { m_ProjectedBoundingSphere = ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); } m_PreviousShadowCasterGroup = m_ShadowCasterGroup; bool addedToNewGroup = ShadowCasterGroup2DManager.AddToShadowCasterGroup(this, ref m_ShadowCasterGroup); if (addedToNewGroup && m_ShadowCasterGroup != null) { if (m_PreviousShadowCasterGroup == this) { ShadowCasterGroup2DManager.RemoveGroup(this); } ShadowCasterGroup2DManager.RemoveFromShadowCasterGroup(this, m_PreviousShadowCasterGroup); if (m_ShadowCasterGroup == this) { ShadowCasterGroup2DManager.AddGroup(this); } } if (LightUtility.CheckForChange(m_ShadowGroup, ref m_PreviousShadowGroup)) { ShadowCasterGroup2DManager.RemoveGroup(this); ShadowCasterGroup2DManager.AddGroup(this); } if (LightUtility.CheckForChange(m_CastsShadows, ref m_PreviousCastsShadows)) { if (m_CastsShadows) { ShadowCasterGroup2DManager.AddGroup(this); } else { ShadowCasterGroup2DManager.RemoveGroup(this); } } }
public static bool AddToShadowCasterGroup(ShadowCaster2D shadowCaster, ref ShadowCasterGroup2D shadowCasterGroup) { ShadowCasterGroup2D newShadowCasterGroup = FindTopMostCompositeShadowCaster(shadowCaster) as ShadowCasterGroup2D; if (newShadowCasterGroup == null) { newShadowCasterGroup = shadowCaster; } if (newShadowCasterGroup != null && shadowCasterGroup != newShadowCasterGroup) { newShadowCasterGroup.RegisterShadowCaster2D(shadowCaster); shadowCasterGroup = newShadowCasterGroup; return(true); } return(false); }
public static bool AddToShadowCasterGroup(LightReactor2D shadowCaster, ref ShadowCasterGroup2D shadowCasterGroup) { ShadowCasterGroup2D newShadowCasterGroup = FindTopMostCompositeLightReactor(shadowCaster) as ShadowCasterGroup2D; if (newShadowCasterGroup == null) { newShadowCasterGroup = shadowCaster.GetComponent <LightReactor2D>(); } if (newShadowCasterGroup != null && shadowCasterGroup != newShadowCasterGroup) { newShadowCasterGroup.RegisterShadowCaster2D(shadowCaster); shadowCasterGroup = newShadowCasterGroup; return(true); } return(false); }
public void Update() { bool rebuildMesh = LightUtility.CheckForChange(m_ShapePathHash, ref m_PreviousPathHash); if (rebuildMesh) { ShadowUtility.GenerateShadowMesh(m_Mesh, m_ShapePath); } m_PreviousShadowCasterGroup = m_ShadowCasterGroup; bool addedToNewGroup = LightUtility.AddToShadowCasterGroup(this, ref m_ShadowCasterGroup); if (addedToNewGroup && m_ShadowCasterGroup != null) { if (m_PreviousShadowCasterGroup == this) { ShadowCasterGroup2DManager.RemoveGroup(this); } LightUtility.RemoveFromShadowCasterGroup(this, m_PreviousShadowCasterGroup); if (m_ShadowCasterGroup == this) { ShadowCasterGroup2DManager.AddGroup(this); } } if (LightUtility.CheckForChange(m_ShadowGroup, ref m_PreviousShadowGroup)) { ShadowCasterGroup2DManager.RemoveGroup(this); ShadowCasterGroup2DManager.AddGroup(this); } if (LightUtility.CheckForChange(m_CastsShadows, ref m_PreviousCastsShadows)) { if (m_CastsShadows) { ShadowCasterGroup2DManager.AddGroup(this); } else { ShadowCasterGroup2DManager.RemoveGroup(this); } } }
public static void RemoveShadowCasterGroupFromList(ShadowCasterGroup2D shadowCaster, List <ShadowCasterGroup2D> list) { list.Remove(shadowCaster); }
static private void RenderShadows(CommandBuffer cmdBuffer, int layerToRender, Light2D light, float shadowIntensity, RenderTargetIdentifier renderTexture, RenderTargetIdentifier depthTexture) { cmdBuffer.SetGlobalFloat("_ShadowIntensity", 1 - light.shadowIntensity); cmdBuffer.SetGlobalFloat("_ShadowVolumeIntensity", 1 - light.shadowVolumeIntensity); if (shadowIntensity > 0) { CreateShadowRenderTexture(cmdBuffer, light.blendStyleIndex); cmdBuffer.SetRenderTarget(s_ShadowsRenderTarget.Identifier()); // This isn't efficient if this light doesn't cast shadow. cmdBuffer.ClearRenderTarget(true, true, Color.black); BoundingSphere lightBounds = light.GetBoundingSphere(); // Gets the local bounding sphere... float shadowRadius = 1.42f * lightBounds.radius; cmdBuffer.SetGlobalVector("_LightPos", light.transform.position); cmdBuffer.SetGlobalFloat("_ShadowRadius", shadowRadius); Material shadowMaterial = GetShadowMaterial(1); Material removeSelfShadowMaterial = GetRemoveSelfShadowMaterial(1); List <ShadowCasterGroup2D> shadowCasterGroups = ShadowCasterGroup2DManager.shadowCasterGroups; if (shadowCasterGroups != null && shadowCasterGroups.Count > 0) { int previousShadowGroupIndex = -1; int incrementingGroupIndex = 0; for (int group = 0; group < shadowCasterGroups.Count; group++) { ShadowCasterGroup2D shadowCasterGroup = shadowCasterGroups[group]; List <ShadowCaster2D> shadowCasters = shadowCasterGroup.GetShadowCasters(); int shadowGroupIndex = shadowCasterGroup.GetShadowGroup(); if (LightUtility.CheckForChange(shadowGroupIndex, ref previousShadowGroupIndex) || shadowGroupIndex == 0) { incrementingGroupIndex++; shadowMaterial = GetShadowMaterial(incrementingGroupIndex); removeSelfShadowMaterial = GetRemoveSelfShadowMaterial(incrementingGroupIndex); } if (shadowCasters != null) { // Draw the shadow casting group first, then draw the silhouttes.. for (int i = 0; i < shadowCasters.Count; i++) { ShadowCaster2D shadowCaster = (ShadowCaster2D)shadowCasters[i]; if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { if (shadowCaster.castsShadows) { cmdBuffer.DrawMesh(shadowCaster.mesh, shadowCaster.transform.localToWorldMatrix, shadowMaterial); } } } for (int i = 0; i < shadowCasters.Count; i++) { ShadowCaster2D shadowCaster = (ShadowCaster2D)shadowCasters[i]; if (shadowCaster != null && shadowMaterial != null && shadowCaster.IsShadowedLayer(layerToRender)) { if (shadowCaster.useRendererSilhouette) { Renderer renderer = shadowCaster.GetComponent <Renderer>(); if (renderer != null) { if (!shadowCaster.selfShadows) { cmdBuffer.DrawRenderer(renderer, removeSelfShadowMaterial); } else { cmdBuffer.DrawRenderer(renderer, shadowMaterial, 0, 1); } } } else { if (!shadowCaster.selfShadows) { Matrix4x4 meshMat = shadowCaster.transform.localToWorldMatrix; cmdBuffer.DrawMesh(shadowCaster.mesh, meshMat, removeSelfShadowMaterial); } } } } } } } ReleaseShadowRenderTexture(cmdBuffer); cmdBuffer.SetRenderTarget(renderTexture, depthTexture); } }